Blaugust 2018

Tuesday, May 26, 2026

This Is Your Situation


Jack Emmert
, CEO of Cryptic and one of the names behind a whole slew of MMORPGs you'll have heard of, if not played, including all his current studio's titles and also City of Heroes and DCUO, gave an interview to GamesIndustry recently that seemed to me to be at one and the same time both clear- and short-sighted. His thesis is that there's a pent-up demand for MMOs that's currently going unmet and his primary evidence for it is the number of people who bought New World, apparently estimated to be a staggering 10 million.

First, ten million? Really? The source quoted by GI is Video Game Insights, whose website comes under the umbrella of something called SensorTower. It seems to offer a service very similar to what SuperData used to trade on so give it whatever credibility you used to give them, I guess?

Ten million sounds like a lot of customers to give up on, though. Impressive chutzpah from Amazon, throwing that many under the bus. Jack's explanation for that is "I don't believe that the infrastructure and the strategy was there to sustain it" although if Amazon don't have the infrastructure, who does? Still, even if it was actually "only" half of what VGI claim, jack's right. That's a lot of players willing to give an MMO a go.

But not to stick with one, obviously. Just like the millions who didn't stick with Lost Ark or any of the other big ticket launches of the last few years.

Jack also cites the continuing millions believed, if not proven, to be playing World of Warcraft and "the Daybreak games, or whatever" as proof the interest is still there. All of which is uncontroversial enough, I guess, although I'm not entirely convinced it means a huge pent-up demand so much as a lot of people stuck in games they used to love, now finding themselves unwilling to move on...

I'm more interested in his analysis of why the demand, if we accept it exists, isn't being met. Apparently it's because the new games are simultaneously empty of meaning even while being overfilled with content.:

 "These new MMOs or MMO-adjacent games become so watered down by the expectations that it's got to be everything. And so you see games that are basically features, but without any soul... And so they fail, and you've seen it over and over again."

I think he's talking about what Wilhelm often complains about with games in development - that desire to be everything to everyone rather than sticking to what you're good at. "Feature creep" as it's sometimes called. Jack goes on to explain that when he was designing Neverwinter Online, he had a simple mission statement: "Kill shit and take their loot."

He doubles down: "That was it, over and over again.". Then he adds, almost as an after thought, "And make it fun." The fact that NWO is still running is cited as proof the concept worked. 

A lot of MMOs are still running, though. As has been noted many times, they're harder to kill than cockroaches. I could log into half a dozen I can think of immediately that have been up as long or longer than NWO and I'd lay good odds I'd be one of fewer than a dozen players online in any of them. Persistence is evidence of something but I'm not sure that something is demand.

My real problem with Jack's thesis, though, isn't the existence of a substantial demographic interested in massively multiple online games. Undeniably, there are tens, maybe hundreds of millions of people playing MMOs of various kinds. 

If we assume Jack means the kinds of games he makes and that he's name-checking, though, all of which are MMORPGs, not just MMOs, I'll still allow it. Lots of people do play those, albeit nowhere near as many. And logic does suggest there are orders of magnitude more players, who used to play games like those but don't any more.

Where I diverge from his argument is that what the people, who currently aren't playing MMORPGs but might one day, are impatiently awaiting are games where they can

 "run the same goddamn dungeon a hundred times

so they can get better and better loot, progress their character and improve their playing skills, which is what Jack thinks is needed to bring those lost sheep thundering back into the fold.

"It's not that I need a gajillion number of dungeons. What I need is to make sure the progression is worth it. In fact, I enjoy doing things a gajillion number of times, because each time I get a little bit better, and then all of a sudden I'm an expert and I'm telling other people what to do."

I'm happy for Jack. He's like Mark E Smith from the Fall. Well, in one way. They both dig repetition

I do, too - in music. In games, not so much. I'm over here, in the camp Jack dismisses as irrelevant:

"But other people will say, 'Well, that's impossible, people get bored or whatever'.

Oh, god yes. Try to make me do that and I will get bored. And leave. But appraently

"That misunderstands the point."

Sorry? What point was that, again? It was the lack of any need for variety or content in a new MMORPG.

"The launch does not need to be everything with an MMO. It does not need to be 200 hours of unique content. It just flat out doesn't. Running the same dungeon multiple times is perfectly fine at the start, then three months later there's something new, and three months later there's something new… And once you do that, the players are sold."


Except that the evidence of numerous Steam Charts past is that by the time you get to that first, quarterly content drop, 90% of your players will have left. And few of them are going to come back to see what else is new three months later because by then your game is going to be just some old game they wish they hadn't wasted their money on. The demand may be there but the patience sure as hell is not. 

You may be able to frog-boil WoW vets into running the same content over and over and over at higher and higher difficulty forever and ever but that's a form of conditioning that takes years to induce. It's not going to bed down in a couple of weeks, which is, at the outside, about as long as you'll have before the players get bored and wander off to find  something less tedious.

The two genres that have been eating MMORPGs lunch for half a decade now are Survival-Crafting and Open World RPG Gacha. One of those does indeed exemplify Jack's wish to "focus on economical use of assets and environments" and reliance on repetition, although the repetition in question is rarely if ever multiple dungeon runs. The repetition has more to do with creativity than compliance.

As for the other, it's the total antithesis. Pure entertainment. Also a six-weekly content cadence that leaves players struggling to keep up rather than lost for new things to do. 

What neither of them rely on is running the same goddam dungeon over and over and over until your eyes bleed, just so you can add 0.1% to your Critical Chance stat, if you're lucky. There are people who like doing that, true, but I suspect very, very few of them are actively looking for a new game that will allow them to do it. They're being very well-served already in a number of games that were last truly popular at least a decade and a half ago and most of them are not going to be moving unless that game actually shuts down.

None of which is to say Jack doesn't have a good business plan. He has. It's very realistic. A lot of developers would do well to follow it.

"I'm a niche developer in the grand scheme of things, because I identify... something with a passionate fan base, and then I try my best to create an authentic experience."

There's the future of the genre in a nutshell for you: niche product serving a pre-existing fanbase. I'm not going to argue against it. It'll work and if someone cares to apply the method to an IP I care about, I'll play it, too.

I'm just not sold on the idea that there's some larger, untapped, unsatisfied audience out there, desperately waiting for someone to make an MMORPG that will let them run the same dungeon over and over and over... 

Or maybe I just hope there isn't. God! that would be depressing...

9 comments:

  1. Annoying pedantry time: There is not and never has been a game called "Neverwinter Online." It's just Neverwinter. I'm not sure why adding the "Online" became so common, but it was never officially called that.

    On to more important points, I think what Jack is saying is not that running one dungeon a bajillion times is the one right way to design an MMO. He's just citing that as an example of finding a niche and catering to it. That's the niche he happens to like, but his point, I believe, is just to find one thing and do it well, which could be grinding a handful of dungeons or it could be farming or PvP or whatever else. On that, I agree with him.

    I will also point out that WoW is actually kind of the exact opposite of running the same content forever. It's built on a relentless rollout of new content all the time, especially these days. Granted you run that stuff a lot, but only for a season, and then it's on to grinding a new raid.

    This is exactly what Jack is arguing against, and I think with good reason. It works for a company with Blizzard's resources, but few can match their pace. I think this is a mistake New World made. They built a WoW style endgame, but without a WoW style content cadence, so people would quickly run out of stuff to do and just leave. They kind of fixed this with the gear overhaul in Nighthaven, but of course by then it was too late.

    ReplyDelete
    Replies
    1. The interview does indeed call it just "Neverwinter" and that's the label I use for it here, so I guess I knew that was the name, once. I've played it on and off since beta, though, and I've thought of it as Neverwinter Online or NWO for as long as I can remember. Possibly it's because of NWN (Neverwinter Nights),

      As I said at the end, I agree with his idea of aiming at a niche market. He just riled me up with the idea that said niche might be a whole load of people just waiting to run one dungeon over and over. as for how WoW does it, I nearly started talking about Seasons and expansion cycles and how it's the same set of dungeons for two years then another set (Which is now how EQII does it, too, near enough.) but in the end that doesn't really make it any different from being one dungeon all the time forever. It's still a predictable, repetitive treadmill, which is, as much as anything, the approach that ensures that kind of MMO will never appeal to a broad audience.

      Delete
  2. For such a smart guy, I agree he is deluding himself. Develop for a clearly visible niche, and plan your buisiness model to need many fewer players than you estimate you can bring in (around 1/20 is probably a good target). Anyone betting on a "invisible crowd of players, just waiting around for exactly what I am going to build" is not going to succeed. I mean if SWTOR couldn't do it with a GTA budget and the Star Wars IP, whatever he is planning on is pretty well doomed.

    As always, I would be delighted to be mistaken.

    ReplyDelete
    Replies
    1. I do agree that the relative failure of SWtOR (And SWG before it.) pretty much proves the real mass market for MMORPGs doesn't exist. The whole concept of online role-playing games is already niche and making it a shared world with thousands of other people just makes it weirder for a mainstream audience.

      Then again, there's GTA. We never, in this blogosphere, seem to include GTA as being part of the broader MMO landscape and since I've never played it, I'm unclear on exactly how multiplayer or indeed online it is. I really ought to find out because it it's both then it must be the most successful MMO ever.

      Delete
    2. GTA is an interesting one. The digging I found said that a standard server maxes out at 30 players. However, now I am reading that custom roleplay servers can host up to 1000 simultaneous players if configured correctly. For example:

      https://www.youtube.com/watch?v=p0cUUq25DBk

      That is way way more than I thought.

      Delete
  3. GTA (5) is actually two games. There's a single player aspect, then there is GTA Online where you run around and grief newer players than you, from what I can tell. You can buy some kind of currency to spend on fancy things to show off or some such. Every time I played I spent more time logging in than I was 'alive' before I got ganked.

    I've left MMOs behind and really any kind of MP behind, but I think one big difference between then (WoW, EQ 1&2, DAOC, all those oldies) and now is 'influencer culture'.

    You come out with a new MMO today and even before it launches (thanks to betas and such) YouTube is FILLED with videos about how to get to level cap in an afternoon, and guides for every dungeon. As a player in a PUG you seem to be expected to have studied these videos and know exactly what to do when. If not, everyone gets mad at you.

    At least, that was my last experience with MPing in an MMO.

    So where a game used to launch and it would take weeks for the diehards to figure stuff out, and months for regular people who had an hour or two a day to play, now people are at end game a week after launch and looking for something new to do since they know how to beat every dungeon.

    Then there's a patch with "hard mode" and that lasts them another week, maybe. And then they get impatient for the first big content drop for them to chew through in an afternoon before they start complaining about being bored again.

    I dunno, that's my take on it anyway. I just can't get too excited by MMOs anymore and I've installed all of them, I think. Maybe I still have LOTRO installed because it takes forever to download, but I haven't played it in ages. The Gacha titles have filled that gap for me. Vast world to explore, constant drip of new content, and I'm not expected to play according to the whims of others.

    Speaking of... I gotta go log into NTE!

    ReplyDelete
    Replies
    1. Er, I meant UNinstalled all of them.

      Delete
    2. That's a great analysis of why what Jack's suggesting probably wouldn't work the way he's imagining, even for a niche audience, other than a very committed subset of would-be time-travelers like the people currently enjoying Pantheon, for example. You'd have to buy in to the whole retro experience, probably with the subtext that everything was so much better a couple of decades ago, and either have the self-discipline not to look at online guides or to play in such a way as to render them irrelevant.

      And there is a demographic that does that. It's just not racking up millions of pre-registrations. I don't think the millions who bought New World can have been looking for that experience, either. Not entirely sure what they were looking for, other than novelty. Not sure what I was looking for. come to that.

      The whole "all problems solved within hours of launch" is an issue, though. It happens with all the popular Gacha games and the only way I'm not affected by it is because most of the games are so easy you don't need to be any good to get quite a lot out of them. They seem to deal quite well with people burning through content by adding new content in huge quantities, very quickly but also by creating huge affection and/or desire for the characters, which makes people desperate to add them to their teams. I don't see any Western MMORPG developers being able to do the former and the genre itself doesn't allow for the latter. Only letting people play their own characters might be quite a commercial disadvantage these days.

      Delete
    3. GTAO does have non PvP servers if you go looking for them. However, that's certainly not the default way they are set up.

      Delete